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[Project CRAFT] ASSET CUA STUDIO

Plugins + Scripts [Project CRAFT] ASSET CUA STUDIO

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Shadow Venom

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Shadow Venom submitted a new resource:

[Project CRAFT] ASSET CUA STUDIO - Bring any 3D model into VAM. No Unity, just drag, preview, and bake.

✦ Project CRAFT ✦
Creators Reclaiming Art From Tech

You have a vision. You shouldn't need to become an engineer to build it.
Technology should serve craft, not gatekeep it.


Instance #02 · a campaign by Shadow Venom



🧊 ASSET CUA STUDIO 🧊
Bring any 3D model into VAM. No Unity. No FBX. Just drag, preview, and...

Read more about this resource...
 
Shadow Venom updated [Project CRAFT] ASSET CUA STUDIO with a new update entry:

V1.1 Release

v1.1
  • 🧭 Familiar view controls. Wheel-press drag now pans the view (VAM / Blender style), the scroll wheel zooms, and F fits the model to view. Prefer your own layout? Remap each mouse button (orbit / pan / zoom) in Settings.
  • 🎯 Auto-reframe. Toggling height normalization re-centers the camera on the model's new size.
  • 🧩 Wider model compatibility. Models whose textures were referenced in an...

Read the rest of this update entry...
 
Wow this is amazing, I managed to get it working with no blender experience before. Is there a place where I can get models? I know there is smutbase but exporting the models from .blend to glb always misses the colors/textures so I am not sure if there are better places to get models
 
this is awesome but the positional offset in the preview doesn't seem to match up with how it ends up in game, e.g. I had a .glb file I offset by -10 on the Y axis and it looked like it was centered on the person in the preview window but in vam as a cua it was way low down, not sure how you implemented this.
 
this is awesome but the positional offset in the preview doesn't seem to match up with how it ends up in game, e.g. I had a .glb file I offset by -10 on the Y axis and it looked like it was centered on the person in the preview window but in vam as a cua it was way low down, not sure how you implemented this.
The 3D viewport in the app uses the same coordinate system as VaM. The reference character model is positioned at 0, 0, 0.

So based on what you described, there shouldn’t be any positional offset when loading it in VaM.

Could you confirm whether your CUA atom is also set to 0, 0, 0?
 
Hello!

First off, amazing plugin! Managed to export .glb models right off the bat without any problem. Though for blender it was a bit different.
For example, I tried exporting the pharah model from pharah-best-girl, but im almost always getting an error message when trying.
1781689047227.png


Yesterday did manage to get it exported in AssetCuaStudio, but it had
>No pose
>No textures

How it looks in Blender:
1781688966919.png


Tried with another model and getting an error message, but a small one (as if even helps :ROFLMAO: )
1781870003841.png


Did I somehow messed up how I needed to export it?
Thanks!
 
Last edited:
Hi ! Excellent tool indeed. Could you explain a little more about the colliders ? When I use none and box, the person "falls" through the ground. When I use convex or mesh, I get a collider collision and the person gets destroyed. Thank you !
 
First of all, this is an incredible plugin! I've been resisting learning unity for a while now bc it just looks like more than I'm ready to take on, so this is an absolute life saver!!
The one issue I have is I cannot get anything to rotate to 90° or 270° exactly, no matter how much I try. They always skip from 89°-91°/269°-271°. my autism cannot cope.
also, would it be possible to add rotation in all three axes?
Thank you for making this plugin!!
 
First of all, this is an incredible plugin! I've been resisting learning unity for a while now bc it just looks like more than I'm ready to take on, so this is an absolute life saver!!
The one issue I have is I cannot get anything to rotate to 90° or 270° exactly, no matter how much I try. They always skip from 89°-91°/269°-271°. my autism cannot cope.
also, would it be possible to add rotation in all three axes?
Thank you for making this plugin!!
Thanks for the feedback! I'll look into that.

Gizmo-based drag-and-drop positioning will be coming in the next version. 😄
 
Hi ! Excellent tool indeed. Could you explain a little more about the colliders ? When I use none and box, the person "falls" through the ground. When I use convex or mesh, I get a collider collision and the person gets destroyed. Thank you !
Colliders are probably one of the more complicated aspects of 3D modeling.
I'll see if there's a way I can improve that.
 
Hello!

First off, amazing plugin! Managed to export .glb models right off the bat without any problem. Though for blender it was a bit different.
For example, I tried exporting the pharah model from pharah-best-girl, but im almost always getting an error message when trying.
View attachment 600171

Yesterday did manage to get it exported in AssetCuaStudio, but it had
>No pose
>No textures

How it looks in Blender:
View attachment 600170

Tried with another model and getting an error message, but a small one (as if even helps :ROFLMAO: )
View attachment 600536

Did I somehow messed up how I needed to export it?
Thanks!
If you could send me the original model, that might help me figure out what's going on.
 
Hi ! Excellent tool indeed. Could you explain a little more about the colliders ? When I use none and box, the person "falls" through the ground. When I use convex or mesh, I get a collider collision and the person gets destroyed. Thank you !
It really depends on what kind of model you're working with.
For example, if it's a room, the most performance-friendly solution in VaM is usually to add an invisible floor as collider.
Turning the entire room into a convex or mesh collider would be a bit too expensive.
I'm considering adding an option in the next version that lets you select specific objects inside the model and add colliders only to those parts, such as sofas, beds, or other surfaces people actually need to interact with.
 
If you could send me the original model, that might help me figure out what's going on.
Hey
So I tried a model i'd like to incorporate in vam
I tried this one: [Widowmaker] https://smutba.se/project/543c8ffd-c5d9-453a-b420-0eb68ca700ec/
I actually managed to export it to AssetCUAStudio, but it was like this and is like that in VaM also:
1781932299082.png

(Tried messing with the asset's material in here, but nothing really changed).

The others I mentioned in my earlier message were these ones:
[Pharah] https://smutba.se/project/bbb5add8-39fd-49c8-8740-992631ac72f3/ (long error message)
[Kirito] https://smutba.se/project/35776b4e-2a92-4d08-8725-8481bb20908f/ (short error message)

I don't know if it's because these models are too complex to be exported? They have multiple skins, clothing, hair, etc
 
Hey
So I tried a model i'd like to incorporate in vam
I tried this one: [Widowmaker] https://smutba.se/project/543c8ffd-c5d9-453a-b420-0eb68ca700ec/
I actually managed to export it to AssetCUAStudio, but it was like this and is like that in VaM also:
View attachment 600861
(Tried messing with the asset's material in here, but nothing really changed).

The others I mentioned in my earlier message were these ones:
[Pharah] https://smutba.se/project/bbb5add8-39fd-49c8-8740-992631ac72f3/ (long error message)
[Kirito] https://smutba.se/project/35776b4e-2a92-4d08-8725-8481bb20908f/ (short error message)

I don't know if it's because these models are too complex to be exported? They have multiple skins, clothing, hair, etc

It's usually caused by some textures being referenced in an unusual way, which is extremely common with models extracted from games.
The engine doesn't know how to recognize or process those references, so it simply skips them.
Now that we have the model, it should be much easier to figure out. I'll take a look when I get a chance.
 
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